GetRayBoxCells.

This commit is contained in:
jussi
2024-07-19 22:57:31 +03:00
parent c7b7975482
commit 03e9226b5f
10 changed files with 359 additions and 5 deletions

View File

@@ -0,0 +1,116 @@
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Util = require( "utillib" )
Vector2 = require( "vector2" )
Vector3 = require( "vector3" )
Rectangle = require( "rectangle" )
BoundinBox = require( "bounding_box" )
Cam3D = require( "camera3d" )
local monitor = 0
local camera = {}
local box = BoundinBox:new( { -8, 0, -8 }, { 16, 16, 16 } )
local cellSize = Vector3:new( 1, 1, 1 )
local drawCellSize = cellSize:clone()
local ray = nil
local rayCol = nil
local cells = {}
local guiMouseHover = false
local spinnerEdit = {
x = false,
y = false,
z = false
}
function RL.init()
local mPos = Vector2:newT( RL.GetMonitorPosition( monitor ) )
local mSize = Vector2:newT( RL.GetMonitorSize( monitor ) )
local winSize = Vector2:new( 1028, 720 )
RL.SetWindowTitle( "Ray box cells" )
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowSize( winSize )
RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
RL.SetTextLineSpacing( 26 )
camera = Cam3D:new()
camera:setPosition( { 0, 8, 16 } )
camera:setTarget( { 0, 0, 0 } )
camera:setUp( { 0, 1, 0 } )
camera.mode = camera.MODES.FREE
RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 24 )
end
function RL.update( delta )
camera:update( delta )
if RL.IsKeyPressed( RL.KEY_SPACE ) then
if camera.mode == camera.MODES.FREE then
camera.mode = camera.MODES.FIRST_PERSON
else
camera.mode = camera.MODES.FREE
end
end
-- Raycast.
-- if not guiMouseHover then
if not guiMouseHover and RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
ray = RL.GetMouseRay( RL.GetMousePosition(), camera.camera )
rayCol = box:getRayCollision( ray )
cells = RL.GetRayBoxCells( ray, box:maxToPos(), cellSize )
drawCellSize:setV( cellSize )
end
end
local function drawSpinner( axis, pos )
local result = 0
local bounds = Rectangle:temp( pos.x, pos.y, 96, 24 )
result, cellSize[ axis ] = RL.GuiSpinner( bounds, axis, cellSize[ axis ], 1, box.max[ axis ], spinnerEdit[ axis ] )
if result == 1 then
spinnerEdit[ axis ] = not spinnerEdit[ axis ]
end
if bounds:checkCollisionPoint( RL.GetMousePosition() ) then
guiMouseHover = true
end
end
function RL.draw()
RL.ClearBackground( RL.LIGHTGRAY )
camera:beginMode3D()
RL.DrawGrid( 16, 1 )
RL.DrawCubeWires( box.min + box.max:scale( 0.5 ), box.max, RL.WHITE )
if ray then
RL.DrawRay( ray, RL.BLUE )
RL.DrawSphere( ray[1], 0.1, RL.GREEN )
end
if rayCol and rayCol.hit then
RL.DrawSphere( rayCol.point, 0.1, RL.RED )
end
if cells then
for _, cell in ipairs( cells ) do
RL.DrawCubeWires( box.min + Vector3:tempT( cell ) * drawCellSize + drawCellSize:scale( 0.5 ), drawCellSize, RL.RED )
RL.DrawCube( box.min + Vector3:tempT( cell ) * drawCellSize + drawCellSize:scale( 0.5 ), drawCellSize, { 150, 200, 150, 150 } )
end
end
camera:endMode3D()
guiMouseHover = false
drawSpinner( "x", Vector2:temp( 16, 2 ) )
drawSpinner( "y", Vector2:temp( 16, 22 ) )
drawSpinner( "z", Vector2:temp( 16, 44 ) )
end

View File

@@ -3,7 +3,7 @@ if table.unpack == nil then
table.unpack = unpack
end
local Vector3 = Vector3 or require( "vector3" )
local Vector3 = require( "vector3" )
local BoundingBox = {}
local metatable = {
@@ -12,6 +12,30 @@ local metatable = {
return "{{"..tostring( b.min.x )..", "..tostring( b.min.y )..", "..tostring( b.min.z ).."}, {"
..tostring( b.max.x )..", "..tostring( b.max.y )..", "..tostring( b.max.z ).."}}"
end,
-- __add = function( v1, v2 )
-- return Vector2:new( v1.x + v2.x, v1.y + v2.y )
-- end,
-- __sub = function( v1, v2 )
-- return Vector2:new( v1.x - v2.x, v1.y - v2.y )
-- end,
-- __mul = function( v1, v2 )
-- return Vector2:new( v1.x * v2.x, v1.y * v2.y )
-- end,
-- __div = function( v1, v2 )
-- return Vector2:new( v1.x / v2.x, v1.y / v2.y )
-- end,
-- __mod = function( v, value )
-- return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
-- end,
-- __pow = function( v, value )
-- return Vector2:new( v.x ^ value, v.y ^ value )
-- end,
-- __unm = function( v )
-- return Vector2:new( -v.x, -v.y )
-- end,
__eq = function( b1, b2 )
return b1.min == b2.min and b1.max == b2.max
end,
}
--- Expects format { ... }, { ... }
@@ -111,26 +135,103 @@ function BoundingBox:getPoints()
}
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionBox( b )
return RL.CheckCollisionBoxes( self:maxToPos(), b:maxToPos() )
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionSphere( center, radius )
return RL.CheckCollisionBoxSphere( self:maxToPos(), center, radius )
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionPoint( point )
local max = self.min + self.max
return self.min.x <= point.x
and self.min.y <= point.y
and self.min.z <= point.z
and point.x <= max.x
and point.y <= max.y
and point.z <= max.z
end
-- Assumes max is used as size.
function BoundingBox:getRayCollision( ray )
return RL.GetRayCollisionBox( ray, self:maxToPos() )
end
-- Max to position from size.
function BoundingBox:maxToPos()
return BoundingBox:new( self.min, self.min + self.max )
return BoundingBox:newV( self.min, self.min + self.max )
end
-- Max to size from position.
function BoundingBox:maxToSize()
return BoundingBox:new( self.min, self.max - self.min )
return BoundingBox:newV( self.min, self.max - self.min )
end
-- Temp pre generated objects to avoid "slow" table generation.
local TEMP_COUNT = 100
local tempPool = {}
local curTemp = 1
for _ = 1, TEMP_COUNT do
table.insert( tempPool, BoundingBox:new( { 0, 0, 0 }, { 0, 0, 0 } ) )
end
--- Expects format { ... }, { ... }
function BoundingBox:temp( min, max )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempT( min )
object.max = Vector3:tempT( max )
return object
end
--- Expects format { { ... }, { ... } }
function BoundingBox:tempT( t )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempT( t[1] )
object.max = Vector3:tempT( t[2] )
return object
end
--- Expects format { Vector3, Vector3 }
function BoundingBox:tempV( min, max )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempV( min )
object.max = Vector3:tempV( max )
return object
end
--- Expects format BoundingBox
function BoundingBox:tempB( b )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempV( b.min )
object.max = Vector3:tempV( b.max )
return object
end
function BoundingBox:getTempId()
return curTemp
end
return BoundingBox